Post by Admin Lacey on Apr 4, 2016 13:59:56 GMT -5
[HUNTER'S JOURNAL]
"This book. This is dad’s single most valuable possession. Everything he knows about every evil thing is in here, and he’s passed it on to us."
- Dean Winchester
[CREATURES]
ARACHNE
DESCRIPTION: There is little lore on Arachnes. They haven't been seen outside of Crete in 2,000 years but have recently begun to show up in the continental United States. They become fixated on a particular type of victim (ex. men in their thirties). The Arachne will kidnap their victims and take them back to a nest or lair to feed on them over time, or turn them into more Arachnes. They appear humanoid with a deformed face and two pupils in each eye.
STRENGTHS: Invulnerable to fire and gunshots. Can create a strong web to trap its victims.
WEAKNESSES: Decapitation
BOGEYMEN
DESCRIPTION: They change forms and shapes, depending on what is frightening to the child (or person) seeing them. They are most typically found leering out from open closet doors, under bed or stair cases, or behind curtains, waiting for a naughty child to slip out of bed in the dark.
STRENGTHS: Embodies everything you are afraid of
WEAKNESSES: Can’t go under blankets, nightlights, lights, salt
CHANGELING
DESCRIPTION: Will kidnap and imprison children and take their form. The changeling will feed on the mother's cerebrospinal fluid via a bite to the neck while the mother sleeps, until the mother dies. Will kill anything and anyone who gets between it and its food. The changeling's true appearance can only be glimpsed, briefly, in reflections.
STRENGTHS: Fast, strong, and invulnerable to most kinds of harm (ex. drowning).
WEAKNESSES: Fire. If the 'mother' changeling is killed, its 'children' will die as well.
CHUPACABRA
DESCRIPTION: The chupacabra is commonly found in the southern United States and Mexico. Its name translates to 'goat sucker', referring to the creature's habit of drinking the blood of livestock. It is supposedly a heavy creature, the size of a small bear, with a row of spines reaching from the neck to the base of the tail. Vampires occasionally feed from livestock and these kills are sometimes attributed to chupacabras.
STRENGTHS: Strong and extremely fast
WEAKNESSES: Can be killed with gunfire
CROCOTTA
DESCRIPTION: A beast from India and Ethiopia, described in ancient times by Pilny as "an animal which looks as though it had been produced by the coupling of the wolf and the dog, for it can break anything with its teeth, and instantly on swallowing it digest it with the stomach..." The Crocotta would call out to people from the forest, mimicking the voices of their loved ones, and then devour them. In modern times, it has evolved to use phones and e-mail for the same effect. It feeds on human souls, and can assume a human appearance. One can recognize a Crocotta because it lives in filth.
STRENGTHS: Shapeshifting and imitating voices.
WEAKNESSES: Can be killed by sufficient physical trauma.
DJINN
DESCRIPTION: Normally live in ruins with many places to hide. Djinn appear humanoid with skin covered in intricate tattoos and eyes that glow blue when using their powers. They are the origin of the 'genie' legend. However, instead of granting wishes, they use their poison to put victims into a dreamlike state while the Djinn slowly feeds on their blood. The victim experiences a fantasy world based on their 'wish', living out years in their head while they die over days or weeks. Ever since the Apocalypse was stopped, Djinn have been able to go out into the world and pass as human. They can hide their tattoos at will.
STRENGTHS: Can put people into a dreamlike state with poison.
WEAKNESSES: Silver dipped in lamb's blood
DRAGON
DESCRIPTION: Haven't been seen in nearly 700 years. Live in dark places, primarily caves, but in an urban environment will seek out the closest analogue: subway tunnels or sewers. Can shapeshift between a human form and its bat-winged form. Dragons have an appetite for virgins and stashes of gold.
STRENGTHS: Can fly and shapeshift. Can generate extreme heat from its hands, enough to melt metal. Very strong, and has sharp claws.
WEAKNESSES: Can be killed by a blade forged with dragon's blood.
ELEMENTAL
DESCRIPTION: According to mysticism and mythology, elementals are creatures composed of or attuned to air, earth, fire and water. The elementals balance each other out through opposites: water quenches fire, fire boils water, earth contains air, air erodes earth. Water spirits are called undines, earth spirits gnomes, air spirits sylphs, and fire spirits salamanders.
STRENGTHS: Controls and manipulates matter belonging to its particular element.
WEAKNESSES: Opposing element (A water elemental must be boiled to death, for example)
FAIRY
DESCRIPTION: Mischievous supernatural creatures that originate from Avalon. They come in a variety of forms and sizes and can only be seen by those who have been to the fairy realm or those they allow to see them. The king of the fairies is Oberon. When summoned by a spell, fairies can make deals with humans, oftentimes exchanging their services for a price, such as the right to all of the firstborn sons in an area. In recent years, fairies have been taking advantage of UFO myths to hide their activities, as the abductions, crop circles, and bright lights they make in the sky are all often attributed to alien encounters.
STRENGTHS: Knowledge of powerful magic. Some fairies, such as Redcaps, are very strong.
WEAKNESSES: Iron and silver. If you spill salt or sugar in front of them they have to count each grain. They love cream and it intoxicates them like alcohol. They can be banished back to the fairy realm with a particular incantation.
FIR DARRIG
DESCRIPTION: A solitary fairy noted for wearing a red coat and for often being found sitting at a person’s fireplace. He will converse with mortals, and may even give out secrets in exchange for some tobacco or liquor. While not inherently harmful, they do enjoy practical jokes and making things appear the opposite of what they are, so cannot be over all trusted.
STRENGTHS: Casts illusions, all are ancient (possibly immortal), shape shifters
WEAKNESSES: Desire for liquor tobacco or a warm fire, leave gifts or are helpful to those who are hospitable while being harmful to those who are not.
GHOUL
DESCRIPTION: Ghouls dig up graves to feast on the dead and take on the form of the last person they ate. Recently, ghouls have begun eating the living. They are similar to zombies, but are not mindless. They are actually quite intelligent.
STRENGTHS: Can shapeshift into the form of the last person they ate. Can acquire the memories of that person.
WEAKNESSES: Decapitation or destruction of the head
GOLEM
DESCRIPTION: A being made of inanimate matter such as mud, that is brought to life by inscribing the words Emet on his forehead and was created to do his creators work what ever that is. Golems are extremely rare due to the fact that they have to be created by some one who has to understands the magic that is used to create them as a Cabalist. If a Golem is created by some one who doesn't know how to use it properly it can turn against its owner and kill anyone it choses, even his creator. The last known Golem officially recorded was the Golem of Prague (Created by Rabbi Loew to protect the Jews of the city from persecution) though undocumented cases have been popping up for years.
STRENGTHS: superhuman strength (can crush a man's throat with his hands)
WEAKNESSES: Fire. It makes him stiff and there for easier to change the wording on his forehead from emet to met thus returning him to mud/clay
JACKALOPE
DESCRIPTION: Appears to be a normal jackrabbit, but with the antlers of an antelope or deer. Found mostly in the Midwestern United States, it is possible that it was brought over somehow from Europe, where they exist in Germany where they are known as Wolpertinger, though the German relatives of the American Jackalope have the wings of a pheasant and fangs. The American Jackalope has lost the wings and possibly the fangs of its Germanic relatives. The milk of a female Jackalope can be easily acquired, as the animal sleeps belly up, and the milk is thought to have medicinal properties as well as its questionable properties as an aphrodisiac. They breed only during electrical storms. It is often referred to as the Warrior Rabbit.
STRENGTHS: Can imitate any sound, quite adept at mimicking the human voice, violent if cornered, using its antlers to fight.
WEAKNESSES: Can be lured by whiskey, which will intoxicate them, making them slow and easy to hunt.
LAMIA
DESCRIPTION: A humanoid monster rarely seen outside of Greece. It is strong and has large claws that it uses to tear open the chest cavities of its victims. It then feeds on its victims' hearts. It has a high-pitched, warbling scream.
STRENGTHS: Very strong, has deadly claws.
WEAKNESSES: A silver knife that has been blessed by a priest. It can also be killed by covering it in a combination of rosemary and salt and then setting it on fire.
LEPRECHAUN
DESCRIPTION: Powerful, high-ranking fairies that can pass as human and act as a spokesman. Leprechauns can make deals with humans on behalf of the fairies.
STRENGTHS: Can make deals. Knowledge of powerful magic.
WEAKNESSES: See fairies
LESHII
DESCRIPTION: Leshii (also spelled Leshy, Leszy, pl. Leshie) is an Eastern European Pagan God, the Master of the Forest. The Leshii is able to shapeshift. Farmers would make pacts with the Leshii to assure a good crop as well as protection. Widespread deforestation and a lack of worshipers offering sacrifices has caused Leshie to leave their usual forests and wander the earth to seek new victims.
STRENGTHS: Shapeshifting, superhuman strength and speed
WEAKNESSES: Iron, decapitation
NEPHILIM
DESCRIPTION: Nephilim are half-human, half-angel; the spawn of an angel inhabiting a male vessel, and a human woman. Nephilim are extremely rare. They possess supernatural powers granted to them by their angel lineage. These powers are weaker than those of a true angel but manifest at birth. Nephilim are still mortal and can be killed like any other human, though they tend to be harder to take down simply because of their powers and ability to defend themselves.
STRENGTHS: Stronger than normal humans, resistant to illness, can see Enochian sigils and reapers, cannot be possessed by demons, moderate healing abilities, can sense angels and demons (think spidey sense)
WEAKNESSES: Entering a location protected by Enochian sigils will cause them pain, as will being in the presence of a banishing sigil when it is used; can be killed like any ordinary person; using powers is taxing and can weaken them
ŌKAMI
DESCRIPTION: This humanoid monster is rarely seen outside of its native Japan. It has razor-sharp fangs and feeds on humans, usually developing a preference for a specific type. Its name means "wolf" or "great god" depending on how it's written, and was another name for the now extinct Japanese wolf.
STRENGTHS: Superhuman strength, speed and agility
WEAKNESSES: Bamboo dagger blessed by a Shinto priest (must be stabbed seven times). Woodchippers.
RAKSHASA
DESCRIPTION: They are shapechangers and magicians, and often appear in the forms of humans, dogs, and large birds. They can make themselves invisible and can not enter a home without being invited. They feast on human flesh. Many Rakshasa were particularly wicked humans in previous incarnations and are known to disturb sacrifices, desecrate graves and possess human beings. Translated to English, Rakshasa means injurer.
STRENGTHS: Shapeshifting, invisibility
WEAKNESSES: Brass
RAWHEAD
DESCRIPTION: An Irish sort of boogeyman said to live by the pipes under the sink, and to drown naughty children and reward the good. He is covered all over with matted hair, has pale flat eyes, lives in dark cupboards, and is rumored to have a crouching form like a rock.
STRENGTHS: Stealth, enhanced strength
WEAKNESSES: Electrocution
RUGARU
DESCRIPTION:The rougarou, also spelled roux-ga-roux, rugaroo or rugaru, is a werewolf-like creature with lore from the French-speaking communities of southern Louisiana ("garou" means "a man who transforms into an animal").The rugaru "gene" runs in families. The rugaru can appear human for years, never knowing its true nature, but eventually it becomes consumed with a terrible hunger. During this time, it feeds on any meat it can get its hands on, until it finally gives in to the craving for human flesh. One bite of human flesh is all that's necessary for the rugaru to transform outwardly into a monster, at which point it can never appear or be human again.
STRENGTHS: Superhuman strength and durability
WEAKNESSES: Fire
SHAPESHIFTER
DESCRIPTION: Shapeshifters can take on a living person’s physical appearance and access the thoughts of the person they are mimicking. Some can copy deceased people from pictures and film as well. When they change from one form to another they literally shed their skin, teeth, and nails. They can be identified by a retinal flare that shows up when they are filmed. Shapeshifters can have children by impregnating human women. Shapeshifters vary in their skills, as some can shift faster than others.
STRENGTHS: Can adopt the form of any person. Can access the memories of any living person they shift into.
WEAKNESSES: Silver
SHTRIGA
DESCRIPTION: An Albanian witch; legends about them go back to ancient Rome. They feed off spiritus vitae, or life essence, mainly from children. This leaves the children with a weakened immune system which leaves them vulnerable to illnesses which can kill them. Shtriga work their way through the siblings in a family. They can take on the appearance of an ordinary adult, but their true form is that of a wizened, ghoulish old figure. When a Shtriga dies, all its still-living victims recover.
STRENGTHS: Invulnerable except while feeding
WEAKNESSES: Consecrated wrought iron weapons while feeding
SIREN
DESCRIPTION: A siren can change its shape to appear human. It may seem to be either male or female, depending on how it chooses to approach a victim. It can manipulate feelings of love, whether sexual or platonic, and causes its victims to kill someone they love. The siren's 'call' is transmitted through saliva. It first charms its way through the victim's defenses by reading their mind and pretending to be the "perfect person" for the victim. It then infects them by fluid transfer. The infection leaves traces of oxytocin in the victim's blood - this is a love hormone that provokes feelings of euphoria. The death of a siren releases its victims from its spell.
STRENGTHS: Shapeshifting, mind reading. Can manipulate and control those under its spell to do anything.
WEAKNESSES: True face can be seen in a mirror. Killed by being stabbed with a bronze dagger dipped into the blood of someone it has infected.
SKINWALKER
DESCRIPTION: Similar to werwolves, skinwalkers infect others with a bite, shift into another form, and eat the hearts of their victims. However, skinwalkers shift entirely into an animal form and are not limited by the lunar cycle. They can shift back and forth at will and remain in control of themselves.
STRENGTHS: Shapeshift at will. Enhanced sense of smell even in human form.
WEAKNESSES: Silver
VAMPIRE
DESCRIPTION: Vampires are some of the most popular creatures in folklore, and like zombies, have some of the most contradictory lore. Unlike their literary or film counterparts, real vampires cannot fly or turn into bats, they don't live in castles or sleep in coffins, and they certainly don't sparkle. Real vampires are created when a human ingests vampire blood - even a small amount, like one or two drops. They feed on human blood and possess a set of fangs that descend over their teeth when feeding. Vampires live in packs and mate for life. They were once thought to be extinct, but have recently begun to surge in numbers. The Alpha vampire can communicate with all vampires through psychic visions.
STRENGTHS: Enhanced speed, strength, sight, smell and hearing. Do not age.
WEAKNESSES: Dead Man's Blood (acts as a poison), sunlight (not fatal, but feels like 'a nasty sunburn'), decapitation
WENDIGO
DESCRIPTION: A creature that was once human but was transformed into an immortal evil spirit when it took up the practice of cannibalism. Wendigoes are cursed to wander the land, eternally seeking to fulfil their voracious appetite for human flesh. Wendigoes are believed to live in the northern woods of Minnesota and in the north central regions of Canada. Kenora, Ontario, Canada has been given the title of Wendigo Capital of the World by many. Wendigoes are generally rumoured to be gigantic spirits, over fifteen feet tall, lanky and with glowing eyes, long yellowed fangs, terrible claws and overly long tongues. Sometimes they are said to have a sallow, yellowish skin; other times they are described as being matted with hair.
STRENGTHS: Stealth. A near perfect hunter - knows every inch of its territory. Enhanced strength and speed. Can imitate human voices as a lure
WEAKNESSES: Anasazi protective symbols. Fire
WEREWOLF
DESCRIPTION: A person who transforms into a beastly creature according to the lunar cycle - in this case, on the full moon. Werewolves have long claws and fangs and a rabid bloodlust with a special appetite for human hearts. They have been described as 'id gone wild', meaning they will attack and kill anyone they ordinarily hate or dislike while transformed. When a werewolf shifts back to its human state, they will not remember anything they did while in their wolf state. Werewolves can infect others with a bite. There is no known cure.
STRENGTHS: Enhanced strength, speed and senses
WEAKNESSES: Silver
WRAITH
DESCRIPTION: Creatures that can assume a human form, but whose true face can be seen in a reflection. They poison people by touch, and this poison slowly amplifies a person's mental imbalances and causes the brain to produce certain chemicals in greater amounts. The wraith feeds on this 'brain juice' using a long, retractable bone spike that protrudes from the wrist. Eventually the victim's brain shrivels and the wraith kills them.
STRENGTHS: Can pass as human. Can manipulate people's mental states.
WEAKNESSES: Silver
ZOMBIE
DESCRIPTION: The lore on zombies is extensive and often contradictory. This is because there are many types of zombies. There are two major types of 'walking dead' zombies, and a third kind of infected human that is sometimes referred to as a zombie. The first type of zombie is a person raised from the grave by a ritual spell. They retain all memories from prior to their demise, are pale-skinned and invulnerable to harm, and their mental state quickly changes and they become possessive, violent, murderous and out for revenge. The second type of zombie is one raised by Death. These zombies crawl out of their graves and look normal and healed, no matter how they died or how long they were dead. They do not sleep, but act otherwise normal until about five days later. Then they are stricken by a fever and a terrible hunger. Their condition worsens until finally they become mindless and feast on human flesh. The final type of zombie is a person who has been infected by the blood-borne Croatoan virus. They aren't undead, but are overcome with rage and an urge to infect others. Their mental state deteriorates the longer they are infected until they're little more than rabid animals.
STRENGTHS: Resistant to damage, enhanced strength
WEAKNESSES: Ritual Zombies must be staked into their gravebeds. The second type of zombie may be killed by destroying the head. Croatoan zombies will die with sufficient devastating physical trauma.
[SPIRITS]
ANGIAK
DESCRIPTION: According to Eskimo lore, an Angiak is a child of the living dead. Eskimo often had to give up their new-born children during harsh times and would do so by abandoning them in the snow. Unless the Eskimo tribe moved to a new land, it was believed that the ghosts of these babies would come back to haunt them. An Angiak is said to gain strength upon each visit to the tribe, until it is powerful enough to seek revenge on the elders. If a child is not named before being abandoned in this way, it will not become an Angiak.
STRENGTHS: Invulnerability
WEAKNESSES: Salt, iron
BLACK DOG
DESCRIPTION: A black dog is a ghostly presence found primarily in British folklore. The black dog is essentially a nocturnal being, and its appearance is regarded as a foreshadowing of death. It is larger than a physical dog, and often has large, glowing eyes. It is often associated with electrical storms, crossroads, places of execution and ancient pathways. In Norfolk legend the creature is supposed to be amphibious, coming out of the sea at night and traveling the lonely roads.
STRENGTHS: Ghostly; invulnerable to most weapons. Can appear and disappear at will. Extremely fast.
WEAKNESSES: Salt, iron
BURUBURU
DESCRIPTION: A spirit form first catagorized and documented by the Japanese in the Edo period. The Buruburu are ghosts born of fear after dying in a terrifying manner. They spread it, inflicting people who have terrorized others with this overwhelming fear, also known as the Ghost Sickness.
STRENGTHS: Spreads a Ghost Sickness in which the person infected experiences increasing terror until it kills them.
WEAKNESSES: Iron, salt. Salting and burning the corpse should get rid of the ghost. Should the remains be unlocatable, it can be scared to death by recreating its original death.
CHURCH GRIMS
DESCRIPTION: An attendant spirit overlooking the well being of a church, typically appear as black dogs or as small misshapen black figure. Are said to be the spirits of animals sacrificed on the grounds when the church was first opened. Each animal has a different purpose, black dogs for example serve to guard the dead from demons and harm.
STRENGTHS: Basic Spirit/ghost strengths, incorporeal, can affect physical objects (as they are said to enjoy ringing the church bells rather loudly)
WEAKNESSES: Salt and iron
DEATH ECHO
DESCRIPTION: A death echo is a type of trapped Ghost. The spirit is stuck reenacting its death over and over in a loop. Sometimes the spirit can be shocked into moving on, particularly by someone with whom the deceased has an emotional connection.
STRENGTHS: None, really. They are just apparitions.
WEAKNESSES: Standard spirit weaknesses.
DEATH OMEN
DESCRIPTION: A death omen is an indicator that the person who is visited by it is going to die. Sometimes the apparition can manifest in several places at once (bilocation). A death omen may attempt to communicate and warn people of their impending doom.
STRENGTHS: Standard spirit powers
WEAKNESSES: Standard spirit weaknesses
NIX
DESCRIPTION: The Germanic nix is a water spirit, usually male and handsome. They can assume many different shapes, including that of a human, fish, and snake. The nix plays music to seduce his target - like the Banshee, the nix might also warn of impending death. Some lore portrays them as malevolent, while in other stories they are harmless.
STRENGTHS: Enchanting music - can lure victims
WEAKNESSES: Must have regular contact with a fresh water source
PHANTOM TRAVELER
DESCRIPTION: Spirit travelers who are ghosts of humans and sometimes animals and who haunt particular roadways or modes of transportation. There have been reports of Phantom Travelers on roads, boats, planes, trains, and stations associated with all modes of transportation. Some Phantom Travelers even appear as hitchhikers on lonely back roads. Phantom Travelers haunt specific locations and types of transportation due to a tragedy associated with those routes or vehicles. There have been reports of these travelers dating back to the 1600s in Europe and Russia, and they are still believed to exist today. All the reports about Phantom Travelers have one thing in common – the spirits appear from nowhere and can just as suddenly disappear.
STRENGTHS: Standard spirit abilities
WEAKNESSES: Can be temporarily dispersed with iron or salt. Will disappear if remains are salted and burned, or the unfinished business trapping them to that place is resolved.
POLTERGEIST
DESCRIPTION: A term used to describe a supposed spirit or ghost that manifests itself by moving and influencing inanimate objects. Reports of poltergeist acivity typically feature heavily on raps, bumps, thumps, knocks, footsteps and bed-shaking, all without a discernable point of origina or physical reason for occurence. Many accounts also detail objects being thrown about the room, furniture being moved, and even people being levitated. Though rare, a few reported poltergeists have been purported to speak, including The Bell Witch in 1817 and Gef the Talking Mongoose in 1931.
STRENGTHS: Invisible. Can move objects.
WEAKNESSES: Salting and burning the remains, resolving some unfinished business, or performing a cleansing ritual on the haunted location should get rid of the ghost.
REVENANT
DESCRIPTION: A revenant is a visible ghost or animated corpse that returns to terrorize the living, usually people it knew in life. Unlike the zombie, a revenant is not under another person's control, and has returned from the grave on its own for a specific and often personal purpose.
STRENGTHS: Superhuman strength and resistance to damage
WEAKNESSES: Silver. Presumably salting and burning would also work.
RUSALKA
DESCRIPTION: The soul of a young woman who had died in or near a river or a lake and came to haunt that waterway. This undead rusalka is not invariably malevolent, and will be allowed to die in peace if her death is avenged. Rusalki can also come from unbaptized children, often those who were born out of wedlock and drowned by their mothers for that reason. Baby rusalki supposedly wander the forest begging to be baptised so that they can have peace. They are not necessarily innocent, however, and can attack a human foolish enough to approach them.
STRENGTHS: Invulnerable
WEAKNESSES: Can die if kept out of the water until their hair dries. Will disappear if their deaths are avenged. Salting and burning the remains may work, but this is unreliable, as often the remains have been lost in the water.
VENGEFUL SPIRIT
DESCRIPTION: A vengeful spirit is one that acts violently to avenge something a wrong done to them. While they are generally ghosts, the spirit may belong to someone still alive but close to death. This group does not include the spirits of people continuing acts of evil that they perpetrated while alive, like the Hookman Jacob Karns or serial killer Dr. H.H. Holmes, or those acting for their own ends. Vengeful spirits are created when that person can't let go and move on.
STRENGTHS: Standard spirit powers; can essentially inflict violence and not be harmed
WEAKNESSES: Iron, salt. Salting and burning the body, avenging or hearing out the spirit can dispatch it or allow it to move on.
WOMAN IN WHITE
DESCRIPTION: The Woman in White is a folk take with many variations, including the Mexican legend of La Llorona and a story from Texas called the Ghost of White Rock Lake. Some believe that the Woman in White is actually a bean sidhe, or Banshee.
STRENGTHS: Standard spirit abilities.
WEAKNESSES: Salt, iron. Can be put to rest by resolving their unfinished business, or possibly by salting and burning their remains.
VODYANOY
DESCRIPTION: A Russian water spirit with the appearance of an old man, skin freckled with scales, and a green beard tangled with underwater plants. The Vodyanoy lives in fresh water. The Vodyanoy may drown people, but may also protect fisherman if they dedicate their first catch to him. His servant or concubine is often the Rusalki. There may be Vodyanoy in Alaska, but these rumours are unconfirmed.
STRENGTHS: Nearly invincible in its fresh water habitat
WEAKNESSES: Sea water. A Vodyanoy will die if immersed in salt water.
[DEMONS]
ACHERI
DESCRIPTION: In Indian folklore, an acheri is the ghost of a young girl, who at night visits from her mountain to bring illness to children. In this case, the acheri is a demon that takes the form of a young girl without needing to take a host. The demon has dark eyes and long claws and teeth and rips its victims apart.
STRENGTHS: Extremely fast. Has long, deadly claws.
WEAKNESSES: Iron, salt lines
DAEVA
DESCRIPTION: In the Zoroastrian religion, a daeva is a demonic and destructive being. They are invisible to the human eye except for their shadows. They are extremely violent and savage demons. They can be controlled using a specific ritual altar, but if the altar is destroyed then the daevas will turn on the one who summoned them.
STRENGTHS: Extremely fast and strong. Cannot be seen except for their shadow.
WEAKNESSES: Very bright light (ex a flare or flashbang)
HELLHOUND
DESCRIPTION: Hellhounds are aggressive dogs that serve demons. Hellhounds commonly appear to kill a person who has made a deal with a Crossroads Demon allowing the person's soul to be harvested by hell. In the days proceeding the end of a person's time, they will appear to the victim in dreams. The person will also hallucinate, and be able to see the true face of demons when they are possessing humans. Hellhounds can also be used by demons as simple attack dogs.
STRENGTHS: Invisible. Will not stop chasing someone after catching their scent. Extremely strong and fast.
WEAKNESSES: Salt, Holy Water, Iron, Devil's Shoestring, Goofer Dust, Angel Sword and The Colt - but unless the Hellhound is killed outright, you are only delaying the inevitable.
SUCCUBUS
DESCRIPTION: In medieval legend, a Succubus (plural Succubi from the Latin succubare meaning to lay under) is a female demon which seduces men for their energy. As the succubus draws energy from men, the men die and she is rejuvenated.
STRENGTHS: Does not require a host/meatsuit. Fast, strong, intelligent and manipulative.
WEAKNESSES: Salt, Iron, Devil's Trap. Will wither and die if prevented from drawing energy for an extended period of time.
[OTHER]
REAPER
DESCRIPTION: Reapers are servants of Death and are responsible for escorting deceased souls to the afterlife. They are not aligned with Heaven or Hell, and refuse to tell the deceased what awaits them. Death may have created them, although this is still just conjecture. Reapers are invisible except to those who are to be taken by them. Reapers can also alter how they appear to humans. They gather in groups at times of great catastrophe.
STRENGTHS: Invisibility, time control, altering perception
WEAKNESSES: Death's Scythe, Enochian sigils
TULPA
DESCRIPTION: A Tulpa is the given name to anything formed through the meditation (focusing) of an idea. The theory is that if you meditate hard enough on an idea, it will materialise. Tibetan monks practice this often, and teach it as part of their learnings. Tulpa do not have to be live-creatures but can also be inatimate objects, animals, furniture, or creatures. There is a theory that the entire universe was made through Tulpa meditation. A Tulpa is hard to define as anything could possibly be Tulpa. While the idea is still being focused on, the object or creature may change & morph into different forms as the idea itself changes. Tulpa can only be destroyed by eliminating the thought (if the tulpa is not yet formed properly), or the diluting the concentration of the thought, then destroying the object or creature.
STRENGTHS: Can be anything
WEAKNESSES: Dependent upon the focus and concentration of those creating the idea